JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

Crouching Medium Punch is a solid close range poke that combos into her Thunder Knuckle.

FIERCE (HARD) PUNCH

Both Close and Crouching Heavy Punch start off her most damaging combos. Both can be comboed into another Crouching HP after a HP Thunder Knuckle feint.

SHORT (LIGHT) KICK

Close Standing Light Kick has relatively slow start up but leaves Viper at frame advantage on hit (+6) and block (+3), making it ideal to set up tick throws.

FORWARD (MEDIUM) KICK

Crouching Medium Kick is her best long range poke can be comboed into her Thunder Knuckle.

Jumping Medium Kick is a cross up.

ROUNDHOUSE (HARD) KICK

Diagonal Jump Heavy Kick is a great move to use on wake up. On many characters it will look as if it is crossing up,making it very hard to block. You can also cancel into Burning Kick which will hit the opponent on the other side.

DOUBLE KICK

THUNDER KNUCKLE

QUARTER CIRCLE BACK + PUNCH

The Thunder Knuckle not only breaks armor but also inflicts a lot of stun. The Light and Medium versions can be comboed after crouching Medium Punch and Kick and both can be useful for punishing opponents who are charging up a Focus Attack.

Heavy Thunder Knuckle is an anti-air attack, and in most cases you can combo into another as the opponent falls.

Thunder Knuckles can also be feinted by pressing the two opposite buttons before the move comes out completely. For instance, to feint a Light Thunder Knuckle, you can try Crouching Medium Kick cancel into Light Thunder Knuckle and then press Medium and Heavy Punch as quick as possible. Light and Medium Feints have limited use but, the Heavy Thunder Knuckle Feint opens up a whole new world of combo possibilities for C. Viper.

BURNING KICK

QUARTER CIRCLE BACK + KICK

C. Vipers Burning Kick is a critical element not only in combos but also in her mix up game. The Light version is useful for avoiding throws, while the Medium and Heavy versions are typically used in the air to cross up the opponent on wake-up.

SEISMIC HAMMER

FORWARD, DOWN, DOWN-FORWARD + PUNCH

For the normal Seismic Hammer, the strength of punch determines where it hits on screen. It can be useful versus projectile characters and also controlling the ground when used properly. On hit, it's best to follow up with a Super Jump Cancel Burning Kick.

EX Version has invincibility properties and covers a large are of the ground and will typically be used in most of C. Viper's combos.

You can Super Jump Cancel (SJC) on hit or block into another Seismic Hammer or feint (cancel).

To perform rapid Seismo's -- repeated seismos on block -- you have to do a seismo, then another but after you do the Dragon Punch motion, press Up-forward to Super Jump Cancel into the next one.

SUPER - EMERGENCY COMBINATION

QUARTER CIRCLE FORWARD X2 + PUNCH

EX meter is critical to C. Viper's game so it's not recommended to use her Super unless you are sure it will take out the opponent in the final round.

ULTRA 1 -BURST TIME

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Although this Ultra requires precise timing and spacing to work correctly, it has numerous set ups and deals out significant damage so many players will find this to be the Ultra to use in most match ups.

ULTRA 2 - BURNING DANCE

IN AIRIN AIR, QUARTER CIRCLE BACK X2 + THREE KICKS

C. Vipers new Ultra is an attack that can only be performed in the air, but she can Super Jump Cancel out of moves such as Crouching Heavy Punch and connect it that way as well.